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The game is built on Unity, I believe, which would be why performance is an issue. Most SJW-type developers have a love affair with Unity for some reason.Honestly this is one of the best tactical turn based games i've played in a very long time. You don't have to be a fan of battletech or mechs to like it.
It has some performance issues - But the game itself is really well done and fun.
Bought it just because this weekend. Enjoying the few hours in it I've had so far.
Performance is serviceable at 1080p, moving to 4K I got what felt like 0.5 FPS. Perhaps it's time to upgrade my GTX 770.
I didn't find it particularly long (due to good pacing in the game), but that may depend on your rig. Turns went rapidly, more often than not. If anything, I thought it was on the quicker side of things. There are options in-game to speed up the movement actions, though.
As for bugs (besides the widescreen issue), I haven't had any.
The game is built on Unity, I believe, which would be why performance is an issue. Most SJW-type developers have a love affair with Unity for some reason.
It just runs.. Really poor for the general quality of graphics being delivered.
Almost every screen transition has a load time associated with it, and the random frame drops don't help either.
The art design and UI design is nice though, but I really hate how long it takes to do things when one is outside of a battle.
The game is built on Unity, I believe, which would be why performance is an issue. Most SJW-type developers have a love affair with Unity for some reason.
I feel the time penalty for refitting mechs is too great ... let us arm our mechs how we want.
That's not what I'm talking about at all. When you refit a mech the time until it is ready is too great often 1, sometimes even 2, financial reports long.The point is you literally can't mount certain weapons on certain types of vehicles, this is true in real life as well.
That's not what I'm talking about at all. When you refit a mech the time until it is ready is too great often 1, sometimes even 2, financial reports long.
That's not what I'm talking about at all. When you refit a mech the time until it is ready is too great often 1, sometimes even 2, financial reports long.
Dev did a AMA yesterday. Link.
Lot of good questions and answers, imo.
"You should definitely expect a lot more content for Battletech, yes. So far, it has been a very good success for us. I saw 35 THOUSAND concurrent players. For reference, the most I saw for Shadow of Mordor after I launched that one was like 65, and that had a HUGE-ass base. So we're doing good."
After my many hours of play, I can honestly say there are only a handful of quality of life enhancements I'd really like to see:
If these things are addressed, it's a damn near perfect game for me.
- Loadtime improvements (because I am a dirty save scummer)
- Drag and drop mech bay. Having spaces between my mechs is killing my OCD.
- Allied units moving in unison outside of combat (just like your mechs do). Allied turns during convoy missions are painful!
- Menu rollovers on the argo are a bit janky. Needs a slight fade delay or bigger hitbox.
- Skippable system jump cutscenes - Gets tedious after the millionth time.
- Tidy up / speed up some of the combat animations / delays.
- Prevent weapon / item list resetting to top when refitting equipment in the mech bay
You may have seen it already but the mech bay org was a frequent request in the AMA. Apparently the UI engineer claims that it is broken "because Reasons". So they are aware and hopefully that comes through in the first patch. I've only just gotten to the point that I have enough mechs to fill out my five Leopard slots (locust etc just went straight to storage) so I haven't had a problem with the mech bay being too full yet. Can't disagree with anything else in your list either.
FYI, saw a thread on Paradox forums where people are saying that clearing out the save files improves load times.
Nah, it doesn't speed up general load times, but it does speed up how fast your save games will display on screen. When you have a lot of saves, it takes quite a while before they appear in the UI.
I counter this by placing the save games in a backup sub folder.
PS - Saves are located here "\Program Files (x86)\Steam\userdata\[steamID]\637090\remote\C0\SGS1"
PPS - Here's a speed fix for some of the battle animation delays https://www.rockpapershotgun.com/2018/05/02/battletech-speed-fix/
Did the patch open up wide aspect ratios?
I get grumpy when I pay full price and can't use my display real estate.
It's 2018 ffs.
Another note that I forgot to mention is the difficulty for the game seems to be all over the place. I think someone else here mentioned that occasionally missions have similar "difficulties" but completely different mech amounts. I think they sort of addressed this in the story saying that pre-mission information is sometimes off. I have had a lot of missions so far that were more or less cakewalks and then a few that were far more difficult. I will say I hope the difficulty ramps up a little more in the game, because right now it has mostly been a cakewalk. I did just complete one mission that took me awhile to get the hang of, which was a lot more fun and a little bit frustrating compared to some of the other missions. I hope there are more like it soon.
For those of you that finished the campaign, how many hours did it take you? Trying to gauge how much his much play time to expect.
From my early play experience I agree that there is a generous amount of randomness to mission ranks, probably on purpose to keep things interesting. Since I am taking my time and being cautious I have kept to no higher than 2 skull missions so far, and bringing tonnage between 2 and 3 skulls. Sometimes higher skull missions only have a few vehicles and lights. Sometimes it's a lance of lights. Sometimes 1 skull seem to be way tougher than they should be, but that could be due to lucky shots by the AI or me underestimating a vehicle's punch (SRM carrier = bad).
I've stuck around and wiped out the map for all but one mission so far. Can't remember the rank, but it was the assassinate where I got my heavy. The 1st iteration all I saw was an Orion with a Firestarter and a Jenner, but I reloaded when that Jenner blasted the arm off Glitch's mech, taking my AC10+ with it. The reload gave me a Locust guarding a Thunderbolt, and after I handled them that's when what I think was a lance of medium reinforcements showed up. I didn't want to risk a tangle with the Hunchback and Wolverine and their two friends so I took advantage of the evac zone.
A discussion on reddit seemed to imply that your point within the campaign and planet location might also influence adversary amount/difficulty. For example, a small poor planet might only have vehicles and lighter mechs, while a rich manufacturing world might include more and heavier mechs. So a 2 skull mission might be different between the two planets.
For me a lot of the difficulty, at least early on, stems from repair time. Returning beat up from a hard won battle means you might not be able to fight for another month due to repair/refit, and that means less money coming in. So I've been pretty conservative in contract selection until I can get more mech bays.
For those of you that finished the campaign, how many hours did it take you? Trying to gauge how much his much play time to expect.
Played a lot yesterday and been having a blast. I didn't have the fatigue that some others have had playing for hours on end. I think they must have made some improvements to a lot of the performance issues and speed of the game for the full release. There is some annoying slow portions during enemy/ally moves and the jump scenes. It seems all games that have jumps have the same issue with always requiring the jump scene. It is quite tedious as mr_zen256 pointed out. There are still some things I am trying to figure out. I had a mech that had an arm blown up, and I had 1/3 parts for that mech in the storage, I thought I would be able to repair it, but it wouldn't let me. I ended up scrapping the mech and just buying a new mech. Wasn't a big deal as it was just a spider.
I have only done a little bit up to just past the first main story mission for my path. My current setup is to use a Jenner-D as my scout/spotter and then a bunch of medium mechs with long range/damage setups (LL/LRM/SRM mech, AC20/LRM mech, PPC/LRM mech, base Jenner-D). This seems to be fairly good until I get rushed. What strategies is everyone employing for their games?
I can confirm the mission I had the most difficulty was the first full skull mission I did, in which it had 2 lances, each with 2 light, 1 medium, 1 tank. The first tank also had both a PPC and an LRM 10, which was very annoying. Before that I normally ignore the tanks for the large part to take care of the mechs.
Most of my reloads have had the same mechs, the only difference was which lance would show up first in which region. I have generally wiped all the boards out without having to do too many reloads though. I have really only reloaded if I failed a mission or someone died which has only been 2 specific missions so far.
Interesting, I will have to keep that in mind. That could seem to make sense except you would think that would be factored in. Obviously the crew seem to be aware of the disparity between wealthy clients and poor clients and would include that in their report on the difficulty.
Yeah, I did have a long wait time after the first main story mission. I sort of messed up though since I had to travel anyway, and I waited for my mechs to repair before I traveled instead of including the travel time in my estimates. Made me almost short the next month, but I got it figured out. Currently I am maintaining 5 mechs with 1 in storage and I have 6 crew. That seems to be enough to pretty much keep cranking through missions for these early tasks. I have not figured out how to upgrade the ship yet though to get more bays, is that an option that is opened up later?
I have only done the first story mission. There are 13 story missions I believe in the campaign. If you pretty much just stick to the campaign and don't take a lot of side missions then you are looking at around 30-40 minutes as mentioned. Apparently you don't have to do the storyline and you can continue playing after the campaign just running from contract to contract until you run out of money.
Unfortunately it doesn't look like they have my favorite mech of all time the Marauder. Probably doesn't fit with their timeline.